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The WitcherThe WitcherThe WitcherThe WitcherThe Witcher WitcherWitcher A man in dark leather armor eases his longsword in its scabbard as he follows a track of bestial foot prints in the night. His cat-like eyes glow a soft yellow in the moonlight, allowing him to see into the mouth of the dark cave where the creature has its lair. He drinks a cat potion and draws his longsword as he enters the cave, now clear as day to his eyes. Dancing away from the swipe of a werewolf´s deadly claw, a lithe elf expertly strikes with his silvered longsword. After finally uncovering which villager was infected with lycanthropy, the experienced cat witcher intends to end the string of brutal attacks, and earn his pay. Deftly moving her fingers in a specific gesture, a griffin witcher sends an aard blast at a swarm of ghouls. The respite gives her enough time to pull a deadly grapeshot bomb from her bag and throw it at the undead swarm´s midst. She then levels her blade, charging in to finish off the pack. Using different approaches, all of these are monster hunters in their own right. Mutated by the Trial of the Grasses and trained in swordplay, magic and alchemy, witchers hunt monsters that make ordinary men flee in terror. Professional Monster HuntersProfessional Monster Hunters As professionals in a deadly trade, witchers have a healthy estimation of their talents´ worth. When determined villagers or herbal remedies fail to drive out a monster, those in need will pool their gold and post a contract or spread the word. These jobs are the lifeblood of witchers, and they spend most of their time roaming, searching for the next contract. It´s a life that might seem care-free and enviable to some, but it involves facing down many a terrifying beast. And though they are long-lived, very few witchers die in their beds. Wandering OutcastsWandering Outcasts To some, a man or woman who kill mythical creatures for a living is heroic and admirable. To others, they are as close to monsters as the creatures they hunt. Most common people live simple and uneducated lives, and that ignorance can quickly lead to fear when faced with the strange and unknown. For those, a witcher is an an unfamiliar creature, deadly and unreliable. When they need to hire one, they do it grudgingly, seeing it as a necessary evil. Witchers are often met with a cold shoulder when people see white hair frame a young face, or cat-like eyes on a grizzled woman. This disdain causes witchers to seldom linger in one place for too long, quickly saddling up and wandering on, looking for their next contract. Some witchers, especially younger ones, will often seek out the company of other traveling adventurers on a similar path. The strength of a group can be invaluable when faced with terrible dangers. If a witcher has a particularly hard time avoiding attention, being in an adventuring group of diverse people can lessen the wide-eyed stares and quiet whispers behind their backs. Creating a WitcherCreating a Witcher When creating your witcher, the most important aspect to consider is where and how you received your training. Did you attend a well-known school from a young age, selected for the harsh training? Did you encounter a travelling witcher who decided to take you on as a student? Or maybe you went to a school of your own volition when you came of age, drawn to the life of a professional monster hunter? Furthermore, confer with your DM about what place the witchering trade and witchers have in your world. Are the schools common and well known? Are witchers respected, feared or tolerated? These questions will impact how you interact with the world. 2 Witcher Witcher Level Proficiency Bonus Class Features Sign Dice Alchemical Items 1st +2 Monster Hunter, Trial of the Grasses, Hand Signs 2d4 - 2nd +2 Fighting Style, Alchemy 2d4 2 3rd +2 Witcher School, Deflect Missiles 3d4 2 4th +2 Ability Score Improvement 3d4 2 5th +3 Extra Attack 3d6 2 6th +3 Witcher School Feature, Predatory Senses 3d6 2 7th +3 Hardened Resolve 4d6 3 8th +3 Ability Score Improvement 4d6 3 9th +4 Slayer 4d8 3 10th +4 Witcher School Feature 4d8 3 11th +4 Extra Attack (2) 5d8 3 12th +4 Ability Score Improvement 5d8 3 13th +5 Accelerated Recovery 5d10 3 14th +5 Witcher School Feature 5d10 4 15th +5 Magical Defense 6d10 4 16th +5 Ability Score Improvement 6d10 4 17th +6 Improved Slayer 6d12 4 18th +6 Witcher School Feature 6d12 4 19th +6 Ability Score Improvement 6d12 4 20th +6 Greater Mutations 6d12 4 Quick BuildQuick Build You can make a witcher quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on Strength-based melee weapons or on finesse weapons. Your next-highest score should be Constitution for survivability, or Intelligence if you want more powerful hand signs and alchemical items. Second, choose the folk hero background. Optional Rule: MulticlassingOptional Rule: Multiclassing If you use the multiclassing rule from the Player's Handbook, here's what you need to know if you take a level in witcher. Ability Score Minimum. You must have at least a 13 in either Strength or Dexterity, and a 13 in Intelligence to take a level in this class, or to take a level in another class if you are already a witcher. Proficiencies. If witcher isn't your initial class, you gain proficiency with light armor, medium armor, simple weapons and martial melee weapons, and one skill from the witcher class list. Class FeaturesClass Features As a Witcher, you gain the following class features. Hit PointsHit Points Hit Dice: 1d10 per witcher level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per witcher level after 1st ProficienciesProficiencies Armor: light armor, medium armor Weapons: simple weapons, martial melee weapons, crossbows Tools: alchemist's supplies Saving Throws: Constitution, Intelligence Skills: Choose 3 from Animal Handling, Arcana, Athletics, Intimidation, Investigation, Nature, Perception, Survival and Religion. 3 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. EquipmentEquipment You start with the following equipment, in addition to the equipment granted by your background: (a) scale mail or (b) leather armor (a) a steel longsword and a silver longsword or (b) one martial weapon and one silvered martial weapon (a) light crossbow and 20 bolts or (b) two handaxes (a) a monster hunter’s pack (CoS) or (b) an explorer’s pack Monster HunterMonster Hunter Beginning at 1st level, you gain proficiency in Nature and Investigation. If you are already proficient in any of these skills, your proficiency bonus is doubled for any ability check you make with them. Trial of the GrassesTrial of the Grasses At 1st level, you have survived the Trial of the Grasses, a brutal transformation process using chemicals and elixirs. Consequently, your body mutates, giving you the following benefits. You age at a quarter of the speed you normally would. You gain darkvision out to a range of 30 feet. If you already have darkvision, its range increases by 30 feet. You have resistance against poison damage and advantage on saving throws against being poisoned or diseased. You have advantage on Constitution saving throws against exhaustion. Physical ChangesPhysical Changes Even if your body survived the Trial of the Grasses, it is invariably scarred. Roll twice or choose two of the following changes from the table below. d6 Change 1 Your hair loses all pigment, turning it white. 2 Your pupils turns vertical and your eyes glow yellow in the dark. 3 Your core temperature permanently drops and your skin pales. 4 Your emotionsbecome numb, making it rare or difficult for you to have strong emotional reactions. 5 Your reproductive system has been damaged, leaving you infertile. 6 All the hair follicles in your body are dead, causing you to lose all hair. Hand SignsHand Signs Also at 1st level, you´ve learned a rudimentary form of magic, allowing you to quickly produce magical effects through hand signs, fueled by sign dice. Hand Signs. You are able to cast any hand sign detailed under "Hand Signs" below as a bonus action, unless stated otherwise. Casting a sign requires a free hand to perform the somatic components, in addition to a sign die. Sign Dice. You have two sign dice, which are d4´s. As you gain witcher levels, you gain more sign dice, and your sign dice increase in size, as indicated in the Sign Dice column of the witcher table. You regain all expended sign dice after a short or long rest. Saving throws. Some hand signs require a saving throw to resist its effect. The saving throw DC is calculated as follows: Sign Save DC = 8 + your proficiency bonus + your Intelligence modifier AlchemyAlchemy At 2nd level, you learn a number of alchemical formulae, listed under "Alchemical Items". After a long rest, you can produce a number of items, as indicated in the Alchemical Items column of the witcher table. They last until used or until the end of your next long rest. Only you or another witcher can drink the potions, and a single potion´s effect does not stack with itself during its duration. Ingesting a potion or applying blade oil requires a bonus action, while throwing a bomb takes an action. Creating these items requires you to have alchemist's supplies on your person and one empty flask per potion. Saving throws. Some alchemical items require a saving throw to resist its effect. The saving throw DC is calculated as follows: Alchemy Save DC = 8 + your proficiency bonus + your Intelligence modifier 4 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Fighting StyleFighting Style Also at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again later. Arcane WarriorArcane Warrior You learn two cantrips of your choice from the wizard spell list. Intelligence is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the wizard spell list. Blind FightingBlind Fighting You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. Close Quarters ShooterClose Quarters Shooter When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks. DefenseDefense While you are wearing armor, you gain a +1 bonus to AC. Dual Wielder FightingDual Wielder Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Also, you can make the second attack as part of the Attack action, instead of using your bonus action. Great Weapon FightingGreat Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two- handed or versatile property for you to gain this benefit. InterceptionInterception When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction. MarinerMariner As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class. Tunnel FighterTunnel Fighter As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach. Versatile FightingVersatile Fighting When wielding a versatile weapon with two hands you gain a +2 bonus to damage rolls. When wielding a versatile weapon with one hand, and nothing in your other hand, you gain a +2 bonus to attack rolls. In addition, as a bonus action you can make an unarmed strike or shove attack if you have a free hand to do so. 5 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Witcher SchoolWitcher School At 3rd level, you choose a school of training that best represents your style of monster hunting: Bear, Cat, Griffin, Viper or Wolf. Your witcher school grants you features at 3rd level and again at 6th, 10th, 14th and 18th level. Deflect MissilesDeflect Missiles By 3rd level, your mutations and skill allow you to react with blinding speed. If you are wielding a melee weapon, you can use your reaction to deflect the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your Witcher level. Ability Score ImprovementAbility Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat. Extra AttackExtra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class. Predatory SensesPredatory Senses Starting at 6th level, you gain enhanced senses that allow you to both track prey and avoid danger. You have advantage on Wisdom (Perception) checks that rely on hearing or smell, and you can't be surprised while you are conscious. Hardened ResolveHardened Resolve When you reach 7th level in this class, the terrible monsters you´ve faced have hardened your resolve. You gain proficiency in Wisdom saving throws and you have advantage on saving throws against being charmed or frightened. If you already have this proficiency, you gain proficiency in Charisma saving throws instead. SlayerSlayer At 9th level, your rigorous training and fighting skill gives a deadly edge to your attacks. You gain a bonus to your weapon damage rolls equal to half your proficiency bonus (rounded up). This bonus damage increases to your proficiency bonus when you reach 17th level in this class. Accelerated RecoveryAccelerated Recovery At 13th level, enhanced regeneration from mutations lets you recover faster from exertion. When you finish a long rest you regain all of your Hit Dice, instead of only half. Also, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1. Magical DefenseMagical Defense At 15th level, your experience fighting wielders of dark magic has made youskilled at resisting magical attacks. So long as you are not incapacitated, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you. Greater MutationsGreater Mutations At 20th level, the mutations from your trial has made profound changes in your physiology. You are immune to poison damage, all diseases and the poisoned condition. Also, choose two of your ability scores. Those ability scores each increase by 2, to a maximum of 22. 6 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Hand SignsHand Signs The presented signs are the magical effects witchers can produce through quick hand signs. Aard. You thrust you hand forward and cause a blast of telekinetic force. Each creature in a 15-foot cone must make a Strength saving throw, taking force damage equal to one sign die and is pushed back 10 feet on a failed save. On a successful saving throw it takes half as much damage and isn ´t pushed back. Nonmagical flames in the area are extinguished. Igni. You release a burst of flames from your hand. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes fire damage equal to two sign dice on a failed save, or half as much damage on a successful one. A flammable object in the area ignites if it isn´s being worn or carried. Quen. A fluid finger movement that covers you in a protective magical layer. You gain temporary hit points equal to one sign die + your Intelligence modifier for 1 hour. Axii. A sign meant to confound an enemies´ faculties. A creature within 30 feet must make a Wisdom saving throw. On a failed save, you can add a sign die to all Charisma checks directed at the creature for 10 minutes. If you attack the creature or target it with a harmful spell or ability, the effect ends. On a successful saving throw, or when the effect ends, the creature knows you influenced it. Heliotrop. Whenever you are hit by an attack, physical or magical, you can use your reaction to cross your wrists and summon a magical barrier against the source. You expend a sign die and add it to your Armor Class against that attack, potentially causing it to miss. Yrden. Holding your hand towards a point on the ground within reach, you expend a sign die and create a 15 foot radius circle of runes centered on that point that lasts for 1 minute. Creatures except you and your allies treat the circle as difficult terrain. Creatures can´t benefit from the Incorporeal Movement or Shapechanger traits while in its area, and creatures on the Ethereal Plane are treated as if they are not. 7 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. AlchemyAlchemy Potions and Oil Maribor Forest. Heightened vigor lightens your step. Your speed increases by 10 feet for 1 hour. Earth Elemental Decoction. Your skin toughens and becomes gnarly, giving you a +2 bonus to AC for 1 minute. Thunderbolt. Increased strength and adrenaline release enhances your combat prowess. You gain a +1 bonus to attack and damage rolls for 10 minutes. White Raffard. A restorative potion that closes wounds and quickens healing. You regain hit points equal to 1d6 + your witcher level. Cat. For 1 hour, the range of your darkvision increases by 30 feet and you can see in darkness as if it were bright light. Petri´s Philter. The first time you would roll sign dice for a hand sign within 1 minute after drinking the philter, instead of rolling dice, you can use the highest number possible for each die. Blade Oil. Choose a type of creature: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select one race of humanoids (such as gnolls or orcs). You can use the oil in this flask to coat one melee weapon. A creature of the chosen creature type takes 1d4 additional weapon damage when hit by the weapon. Once applied, the poison retains potency for 1 hour before drying. Bombs All bombs can be thrown at an area within 30 feet where it will detonate, affecting all creatures within 10 feet. Dancing Star. A flammable concoction that spreads sticky fire. Each creature in the area must succeed on a Dexterity saving throw or be coated with sticky fire. A coated creature takes 2d4 fire damage at the start of each of it turns. A creature can use its action to remove the fire. This damage increases by 2d4 at 5th, 11th and 17th level in this class. Devil's Puffball. This bomb releases a burst of poisonous gas that spreads around corners. Each creature in the area must succeed on a Constitution saving throw take 1d12 poison damage and be poisoned until the end of your next turn. On a successful saving throw it takes half as much damage and suffers no adverse effects. This damage increases by 1d12 at 5th, 11th and 17th level in this class. Dimeritium Bomb. This bomb releases a cloud of dimeritium slivers, which last for 1 minute. When a creature starts its turn in the area, or enters the area for the first time on its turn, it must make a Constitution saving throw. On a failed save, it can´t cast spells until the start of its next turn. Dragons´s Dream. This bomb releases a cloud of flammable gas that spreads around corners. It lasts for 1 minute or until a wind of at least 10 miles per hour disperses it. If a spark or fire (such as igni) appears in the area while the cloud persists, it ignites with a blast of ghost-like fire. Each creature in the area must make a Dexterity saving throw, taking 2d6 fire damage and 1d6 force damage on a failed save or half as much on a successful one. The fire damage increases by 2d6 and the force damage increases by 1d6 at 5th, 11th and 17th level in this class Grapeshot. A compact bomb that sprays shrapnel. Each creature in the area must make a Dexterity saving throw, taking 2d10 piercing damage on a failed save or half as much on a successful one. This damage increases by 2d10 at 5th, 11th and 17th level in this class. Moon Dust. A bomb that creates a burst of fine silver slivers. Each creature in the area must succeed on a Constitution saving throw or be unable to benefit from the Shapechanger trait for 1 minute. If a creature that fails the saving throw is transformed, it returns to its true form. Northern Wind. A bomb that releases a gust of frigid air. Each creature in the area must make a Constitution saving throw, taking 2d8 cold damage and its speed is reduced by 10 feet until the start of your next turn on a failed save. On a successful saving throw it takes half as much damage and suffers no adverse effects. This damage increases by 2d8 at 5th, 11th and 17th level in this class. Samum. This bomb creates a burst of blinding light. Each creature in the area must succeed on a Constitution saving throw take 1d8 radiant damage and be blinded until the end of your next turn. On a successful saving throw it takes half as much damage and suffers no adverse effects. This damage increases by 1d8 at 5th, 11th and 17th level in this class. 8 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Witcher SchoolsWitcher Schools All witchers are trained in schools, each with its own way of training. They differ in mindset and method, but all train toward the same purpose, hunting and slaying monsters. School of the BearSchool of the Bear Witchers from the school of the bear rely on heavy armor and a forceful fighting style. Rather than evading attacks,they let their armor and powerful build absorb the damage. This allows them to be up-close and personal with their enemy, launching powerful counterattacks. A witcher of the bear school is typically strong, direct and brave. Heavy SteelHeavy Steel When you choose this school at 3rd level, you gain proficiency in heavy armor and Strength saving throws. Also, you have advantage on saving throws to resist being grappled, knocked prone or moved against your will. Brutal StrikeBrutal Strike Additionally at 3rd level, you can leverage your considerable strength in combat to strike a powerful blow. Once on each of your turns when you hit a creature with a melee attack, you can increase the weapon´s damage by 1d4. This damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level in this class. BraceBrace Starting at 6th level, you can brace yourself to absorb incoming blows. As a bonus action on your turn, or as a reaction when you take damage, you can grant yourself temporary hit points equal to your Constitution modifier (minimum of 1). You can only gain temporary hit points in this way once per round, and you lose any temporary hit points gained from this feature after 1 minute. MettleMettle At 10th level, you can withstand harsh effects, such as a green dragon's poison breath or a blight spell. When you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Furious RetaliationFurious Retaliation Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature. If you are below half your maximum hit points after taking that damage, you have advantage on the attack roll. JuggernautJuggernaut At 18th level, your ferocity and strength makes you a formidable opponent. You can now deal damage from Brutal Strike whenever you hit a creature with a melee attack, not just once per turn. 9 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. School of the CatSchool of the Cat Quick and precise, cat witchers use their remarkable agility to its fullest potential in combat. Combined with the variant of the Trial of the Grasses performed on recruits at Cat schools, it makes for an efficient killer. This Trial is infamous in its effect, quelling even more emotions from the mind. However, how each person responds to the Trial varies. Some might have a wide range of emotions but never feel strongly. Others could be left with a few specific emotions that govern their decisions and morality. Form Over ForceForm Over Force When you choose this school at 3rd level, you gain proficiency in the Acrobatics skill. Your proficiency bonus is doubled for any ability check you make that uses that skill. Also, a weapon without the heavy property gains the finesse property when you wield it. Quick StrikeQuick Strike Additionally at 3rd level, you can use a bonus action on your turn to make one weapon attack with a finesse weapon that you are holding in one hand. You do not add your ability score modifier to the damage roll of this attack. Dulled EmotionsDulled Emotions Starting at 6th level, your mutations make your emotions unnaturally stable and reliable. You gain proficiency in the Deception and Intimidation skills. Additionally, when you make an ability check with either of those skills you can treat a d20 roll of 9 or lower as a 10. Deadly CriticalDeadly Critical Starting at 10th level, you have no qualms about pushing weak points and delivering deadly strikes. Your weapon attacks score a critical hit on a roll of a 19 or 20. Also, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a weapon attack that has the finesse property. Agile DodgeAgile Dodge Starting at 14th level, you can quickly move out of the way of certain area effects, such as a green dragon's poison breath or a fireball spell. When a spell or other effect would have you make a saving throw due to being in an area of effect, you can use your reaction to move up to half your movement speed, potentially moving you outside the effect’s area. Killer InstinctKiller Instinct Starting at 18th level, whenever you score a critical hit or reduce a creature to 0 hit points with a melee attack on your turn, you can immediately move up to half your speed and make a melee attack. This can only trigger once per turn. Also, your weapon attacks now score a critical hit on a roll of a 18 - 20. 10 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. School of the GriffinSchool of the Griffin Proud and knowledgeable, witchers of the griffin school have a deeper understanding of magic than most witchers. As such, hand signs are their strongest weapon in combat. They adhere to old codes of honor and knightly chivalry, which grants them respect and high social statuses among both the nobility and the commonfolk. Well EducatedWell Educated When you choose this school at 3rd level, you have spent time studying lore and mingling with higher society. You gain proficiency in two skills of your choice from among Arcana, History, Persuasion or Religion. If you are already proficient in a skill you chose, your proficiency bonus is doubled for any ability check you make with that skill. Improved Hand SignsImproved Hand Signs Additionally at 3rd level, your extensive knowledge of the arcane empowers your hand signs. When you cast a hand sign it has the following additional effect. Aard - Empowered. A Large or smaller creature that fails the saving throw is also knocked prone. Igni - Firestream. You can release a continous stream of fire when casting Igni, as if you are concentrating on a spell. If you do, you can maintain Igni on each of your subsequent turns without expending a sign die, but you must use your bonus action to cast it and you can´t use the same hand for anything else. You can maintain this effect for up to 1 minute. Quen - Resistive Shield. While you have temporary hit points from Quen, you also benefit from half cover. Axii - Supress Will. Whenever a creature affected by your Axii targets you with an attack or a harmful spell or effect, it must succeed on a Wisdom saving throw or waste the attack, spell or effect. Heliotrop - Cushioning Barrier. If the attack still hits you, reduce the damage by an amount equal to the roll of the sign die (down to a minimum of 0 damage). Yrden - Warding Circle. Ranged attack rolls against creatures inside the ring, or ranged attacks at creatures across it are made at disadvantage. ChivalryChivalry Starting at 6th level, whenever you make a Charisma check and don´t knowingly tell a lie to the creatures involved, you can roll a d4 and add the number rolled to the check's total. Tireless evokerTireless evoker At 10th level, you have a wellspring of mana that never seems to run dry. When you roll initiative and have no sign dice remaining, you regain 1 sign die. Expanded LoreExpanded Lore Starting at 14th level, you uncover magical lore from either religion, nature or occultism. Choose Cleric, Druid or Warlock when you gain this feature. Whenever you finish a long rest you can choose a spell of 4th level or lower from the spell list of the chosen class to memorize. You can cast that spell once before you have to complete another long rest, and you have to meet all the requirements for casting the spell. Intelligence is your spellcasting modifier for it. If you choose a spellof 1st, 2nd or 3rd level, you can cast it at 4th level. You can only have one spell prepared in this way at a time. BattlemageBattlemage At 18th level, you can roll an additional sign die when casting Aard, Igni or Quen. Also, once per turn when you take the Attack action on your turn, you can forego one attack and instead cast a hand sign without consuming a sign die. 11 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. School of the ViperSchool of the Viper Viper witchers are feared for their expertise in poison and assassination tactics. In combat they use a fast, dual wielding fighting style, aiming to overwhelm opponents. Unlike witchers from most schools, vipers are known to take contracts on humanoids as well as monsters. Viperous RepertoireViperous Repertoire When you choose this school at 3rd level, you gain proficiency in the poisoner's kit and the Stealth skill. Your proficiency bonus is doubled for any ability check you make that uses Stealth. Also, you can perform somatic components with a hand holding a melee weapon. Exploit WeaknessExploit Weakness Also at 3rd level, your attacks are even deadlier when you strike unaware or debilitated creatures. Each time you hit an incapacitated, paralyzed, poisoned, restrained, stunned, surprised or unconscious creature with a weapon attack, it takes an additional 1d4 damage from the weapon. Poison CrafterPoison Crafter Starting at 6th level, you can conduct an hour-long crafting process to create one dose of a poison worth up to 300 gp (see DMG p.257). As part of this process, you must spend a number of coins equal to the value of the poison. Creating a poison dose in this way requires you to have a poisoner's kit on your person. Once you craft a poison in this way, you can't do so again until you finish a long rest. Additionally, when a creature makes a saving throw against a poison you use, you can choose to apply your Alchemy Save DC instead of the inherent poison DC. Creeping DeathCreeping Death At 10th level, you have trained yourself to move lightly and unseen. You can take the Hide action as a bonus action on your turn, and you have advantage on Dexterity (Stealth) checks to avoid being heard. Twin FangsTwin Fangs Starting at 14th level, you can attack twice instead of once with your off-hand attack when you engage in two-weapon fighting. If you would add your ability modifier to the damage roll of the first attack, do so for the second as well. Evil EyeEvil Eye At 18th level, one of your eyes mutates and takes on a deep red color, with the pupil narrowing to a small slit, like that of a snake. You gain truesight out to a range of 30 feet. Also, as an action choose a creature that you can see within 30 feet of you that you subject to terrible mental images. It takes 14d6 psychic damage. If it has less than 100 hit points after taking the damage, it is stunned until the beginning of your next turn. Once you use this feature, you can't use it again until you finish a long rest. 12 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. School of the WolfSchool of the Wolf Witchers from the school of the wolf are widely respected for their professionalism and efficiency. Although they are versatile and flexible with their tools and skills, wolf witchers excel at close combat fencing, adapting to any foe. Expert HunterExpert Hunter At 3rd level, choose two skills from the witcher class skill list that you are proficient with. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. Combat SuperiorityCombat Superiority Additionally at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice. Maneuvers. You learn three maneuvers of your choice, which are listed under "Maneuvers" below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn one additional maneuver of your choice at 6th, 10th, and 14th level. When you gain a level in this class, you can choose one of the maneuvers you know and replace it with another maneuver of your choice. Superiority Dice. You have four superiority dice, which are d6s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 6th level and one more at 14th level. Your superiority dice increase in size as you gain levels in this class, d8 at 6th level, d10 at 10th level and d12 at 14th level, Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows: Maneuver Save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice) Professional ContractorProfessional Contractor Starting at 6th level, if you spend at least an hour investigating clues, interrogating witnesses or researching lore concerning a creature type you gain the following benefits for 1 week: You have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find creatures of that type. Once on each of your turns when you hit a creature of that type with a weapon attack it takes an additional 1d8 damage from the weapon. You can only have these benefits against one creature type at a time. Wolven StormWolven Storm At 10th level, you gain an additional reaction each round, which can only be used to make an Attack of Opportunity or to use the Deflect Missiles feature. A single effect can only trigger a single reaction. FootworkFootwork Starting at 14th level, you move nimbly and skillfully in combat, dancing around your foes. Opportunity attacks against you are made with disadvantage and moving through difficult terrain costs you no extra movement. BlademasterBlademaster Starting at 18th level, once per turn when you make a weapon attack, you can use a maneuver you know, rolling a d6 in place of expending a superiority die. 13 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Maneuvers The maneuvers are presented in alphabetical order. Brace. When an enemy you can see moves within 5 feet of you, you can use your reaction to expend one superiority die and make one weapon attack against that creature. If the attack hits, add the superiority die to the attack's damage roll. Disarming Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet. Distracting Strike. When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn. Evasive Footwork. When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving. Feinting Attack. You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll this turn against that creature. If that attackhits, add the superiority die to the attack's damage roll. The advantage is lost if not used on the turn you gain it. Hunter´s Eye. When you make an Intelligence (Investigation) check or a Wisdom (Perception) check, you can expend one superiority die, and add the superiority die to the ability check. Maneuvering Attack. When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack. Parry. When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier. Precision Attack. When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied. Riposte. When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll. Trip Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone. This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. 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